Table of Contents
Adventures: companions, rewards and loot
Released in version 0.0.3 on 18 October 2026.
Choose a quest, bring your buddies, and decide how to handle each encounter. Successful checks earn gold and Regency. Completed expeditions can also find one ordinary artifact.
Start in four steps
- Use Invite Adventuring Buddies: 150 gold per recruit, with a two-year decision cooldown. You can keep up to five recruited buddies at your court.
- Open Activities → Cerilian Adventure. Choose a marked adventure site in your realm; its quest and difficulty are assigned when the site appears. You must be an available, able adult and at peace.
- Assign your buddies to roles. One buddy fills one role; you handle any empty or unavailable role. You can go alone.
- Choose an approach at each encounter. The named character uses the matching skill.
Recruits share your culture and faith and receive +50 My Adventuring Buddy opinion toward you. Total opinion still includes other factors.
| Role | Useful skill |
|---|---|
| Champion | Prowess: fights and strength |
| Scout | Martial: tracking and tactics |
| Trickster | Intrigue: traps and deception |
| Scholar | Learning: lore and mysteries |
| Envoy | Diplomacy: negotiation |
Random adventure sites
Planned for version 0.1.0. The Adventure Configuration decision is removed. Difficulty is rolled with each site: 60% Local, 30% Perilous, 10% Legendary, and remains fixed until attempted. Choose a marked site to take on its quest and difficulty. Adventures use standard success chances and gold/Regency rewards; previous configuration choices no longer affect newly started expeditions.
Sites are surveyed at game start and annually. Each eligible county capital has a 35% discovery chance, with a one-year survey interval. If no sites exist in the ruler's realm, the capital receives one when it is not on cooldown. Attempted sites have a two-year cooldown before another can appear.
Site difficulty and rewards
| Difficulty | Entry cost | Encounters | Each successful check | Completion bonus* |
|---|---|---|---|---|
| Local | 50 prestige | 3 | 10 gold + 1 RP | 10 gold |
| Perilous | 125 prestige | 4 | 22 gold + 1 RP | 25 gold + 2 RP |
| Legendary | 300 prestige | 5 | 48 gold + 2 RP | 40 gold + 2 RP |
*Finish every encounter, succeed in at least half, before applying any of the three settlements. Rewards are before subtracting costs. Extra supplies cost 10 gold and add +3 to skill checks.
Regency Points (RP) require a bloodline and cannot exceed your existing Regency cap. The character who succeeds also gains 10 prestige.
Item finds
| Difficulty | Base item chance | With every check successful | Usual quality | Perfect-run upgrade |
|---|---|---|---|---|
| Local | 15% | 70% | Common | 20% chance of Masterwork |
| Perilous | 15% | 70% | Masterwork | 20% chance of Famed |
| Legendary | 15% | 70% | Famed | 20% chance of Illustrious |
Item chance depends on your success rate, not difficulty: 15% + 55% × (encounters won ÷ total encounters), rounded down. No wins gives 15%; half won gives 42%; every encounter won gives 70%. Harder missions offer better quality, not a higher base chance. Skills help by winning encounters; they are not counted a second time. The final reward screen shows your chance before the roll.
You can find one item at most. A perfect run means every encounter succeeded. Retreat gives no artifact roll, but keeps gold and RP already earned.
| Possible find | Quests that favor it | What determines its bonuses |
|---|---|---|
| Weapon | Mines, raiders, hostile camps | CK3's native weapon rules |
| Armor | Mines, raiders, hostile camps | CK3's native armor rules |
| Crown | Burial chambers and the frozen idol | CK3's native crown rules |
| Regalia | Burial chambers, shrines and the observatory | CK3's native regalia rules |
| Trinket: ring | Groves, shrines, the observatory and the Shadow World | CK3's native ring rules |
All five categories remain possible. Difficulty sets quality; CK3 generates the materials, decorations, names and normal bonuses. High-quality equipment uses the native scaled bonus pools, rather than a fixed +4 Prowess limit. Exact bonuses vary. Named and magical Birthright relics are not included.
Small moments along the way
Each expedition gets one randomly chosen camp encounter before its main quest:
- The map was upside down: laugh it off or improve your preparation.
- A squirrel steals the cheese: accept defeat or buy replacement supplies.
- An old pitfall catches the regent: accept help or risk climbing out for prestige.
- The campfire story gets exaggerated: share the glory or practice the real plan.
These choices affect stress, preparation, prestige or companion opinion. They do not count as successful quest checks or inflate your loot chance.
Risks and ending choices
Failed checks cause 10 stress and may wound the acting character:
| Difficulty | Wound chance on failure |
|---|---|
| Local | 10% |
| Perilous | 25% |
| Legendary | 40% |
If the best Learning among you and the present band is at least 12, reduce wound risk by 10 percentage points. Preparation and relevant class training improve skill checks; chances remain between 10% and 90%.
At the end, choose:
- Fair division: receive 100% of the haul including the earned completion bonus.
- Return treasure: give up 25% of your haul including the earned completion bonus for +2 RP and companion goodwill.
- Take a larger share: gain 25% more gold after including the earned completion bonus, lose up to 2 earned RP, and upset companions.
- Legendary final gamble: 65% chance of +50 gold and +2 RP; 30% chance of a wound; 5% chance the regent dies. This replaces the other endings.
The adventure has a two-year cooldown. Ordinary encounter checks contain no instant-death roll, although wounds have their normal health consequences.
Choose a quest
| Quest | Situation |
|---|---|
| The Barrow Beneath the Watchtower | An opened Anuirean burial chamber promises ancient treasure and a restless guardian. |
| Orogs Beneath the Mountain | Orogs have broken into a dwarven mine and trapped its workers underground. |
| The Thornbound Grove | Missing woodcutters and hostile magic draw you into a disputed Sidhelien woodland. |
| The Goblin Toll-King | A goblin chief blocks a trade road and hoards stolen merchant goods. |
| The Drowned Shrine of Masela | Low tide exposes a drowned shrine, but the sea will soon reclaim it. |
| The Rjurik Winter Hunt | A monstrous predator stalks isolated Rjurik settlements through the snow. |
| The Khinasi Glass Observatory | A deserted Khinasi observatory holds ancient knowledge behind dangerous wards. |
| The Brecht Wreckers Cove | A wreckers stronghold conceals stolen cargo and the crews of missing ships. |
| The Vos Idol in the Ice | Raiders have taken captives into a frozen sanctuary beneath a cruel ancient idol. |
| The Lantern Beyond the Veil | A wandering lantern leads villagers through a breach into the Shadow World. |
Improve equipment you find
Released in version 0.0.3 on 18 October 2026. Ordinary weapons, armor, crowns, regalia, and rings found on adventures can be enchanted later. Each successful ritual raises an owned item one rarity tier and adds your choice of Might, Wisdom, or Fortune bonuses. Use an available courtier, council advisor, or vassal and their Learning, or your own Learning through the Arcane/Divine class; attempts are five years apart.
Adventure entry fees — planned version 0.1.0
Adventures now cost prestige instead of gold, at five times the previous entry fee. Base fees: Local 50 prestige, Perilous 125 prestige, Legendary 300 prestige. Ruler-rank and era multipliers still apply; the activity planner shows the final prestige price. Gold and Regency rewards, artifact chances, artifact quality and all other adventure rewards are unchanged. Recruiting a buddy still costs 150 gold; optional extra supplies still cost 10 gold, and replacement food costs 5 gold.
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Treasure settlement — planned version 0.1.0
All three settlements include the earned completion bonus first. Fair: 100% gold and full Regency. Charity: 75% gold, +2 Regency and +10 companion opinion for 3 years. Greedy: 125% gold, −2 Regency (minimum zero) and −20 companion opinion for 3 years. Gold is rounded down after applying the percentage. The bonus requires at least half the encounters won, rounded up: Local +10 gold; Perilous +25 gold and +2 Regency; Legendary +40 gold and +2 Regency. Regency requires a bloodline and remains capped. Example: 80 recovered gold +25 bonus =105; fair 105, charity 78, greedy 131 gold. The Legendary final gamble remains a separate settlement.
Anuirean companion recruitment — planned version 0.1.0
Anuirean rulers now see a human adventuring party in both the recruitment decision artwork and the companion selection event. The illustration depicts five human adventurers preparing around a map in an Anuirean castle courtyard. Companion generation and recruitment costs are unchanged.


